Literacy: From Writing to Fabbing (2012) by James Gee (extract, read the full essay here)
best quote, although there are many great ones: the word becomes flesh; the flesh becomes word
IMO a very elegant argument about how Fab is becoming a new, two way street, literacy. Design literacy for digital fabrication is every bit as fundamental as reading and writing. Yes, we have some way to go but we are on that path.
The Maker Movement opens up yet another set of design kits, another set of literacies, what we can call “maker literacies”. Maker literacies are not new. People have been making things like quilts and furniture at home of hundreds of years. What is new is the proliferation of making and the ways in which everyday people can compete with businesses, experts, and industry today thanks to digital media. The special part of the Maker Movement I want to concentrate on here is digital fabrication, what we can just call “Fab”. Fab is the newest literacy beyond digital literacies.
Fab is also a code that allows humans to produce and consume meanings interactively and to engage in joint activities. The code is a mapping from ideas (concepts) to real things via computational computer code.
Oral language refers to things in the world. Language is indexical in the sense that it points to or refers to things, but it cannot touch and handle them. Things always stay just out of reach. Digital literacies simulate things, virtual things that can be handled and transformed by the very code that produces them. But like language, digital media cannot touch and handle real things; it can just manipulate them on a screen.
Fab makes real things. It can handle and transform them. It has been argued that what constituted human intelligence in the beginning was our ability to think and plan in our heads deeply prior to acting . Digital media greatly enhanced this human trait. Such media allow us to think and plan on screens in forms that go far beyond the powers of unaided human thought.
Humans have always, of course, been able to make things. Indeed, some scholars have defined humans as tool makers and homo faber. But prior to Fab making was a one-way street. You could go from conception to construction, but not back again. Fab makes making a two-way street. We can now turn bits (digital code) into atoms (things) by “printing” the code and we can turn atoms into bits by reality capturing devices that digitize things and make them into digital code. “Printing” here means machines that can add or subtract material to make things on demand from digital code.
Language and digital media are complementary. Language is good at creating abstractions out of lived experience by finding and naming patterns in that experience. Writing takes abstraction to its furthest extent, especially in special symbol systems like mathematics. Digital media is good at creating new experiences or mimicking old ones. Digital media allow us to think through external images and simulations and not just through conceptual abstractions. One of the greatest powers of digital media is that it can allow people to have experiences that are hard for humans to have in the real world (or to have more than once), experiences that, nonetheless, words can refer to, such as being an electron or sky diving without a parachute. Digital media can, thus, greatly enhance the ability humans have to find and name patterns in experience, the basis of language and learning.
Think of Dungeons and Dragons played as a role playing game with paper and pencil. This is traditional literacy. Here players use words and other symbols (and the occasional plastic figures) to create images in their heads (imaginations) and in the other player’s heads. A video game (including a D&D game like Neverwinter Nights) involves players manipulating images on a screen, not in their heads. Imagination becomes externalized. One is not better than the other. They are complementary ways of thinking, learning, and problem solving.
Fab, our newest literacy, involves a code that maps from ideas to atoms (and back again) via bits. What you can design in a computer, you can order machines (“printers” and “extractors”) to make. What is in the world can be captured digitally (“reality capture”), put in a computer, re-designed, and “printed” back out into the world. The atoms can be materials, cells, or chemicals. Humans are on the verge of erasing the lines between the imaginary, the digital, and the “real” and moving effortlessly back and forth among them. Bits no longer need to create just virtual things; they can now create real ones. In turn, real thing can now easily become virtual ones.
The day may come where we can “print” an organ like a liver or even (the initial cellular plan for) a living thing like a dog. As of now we can print skin, cells, cakes, and houses. Fab is not indexical. It doesn’t point to things. It is not a simulation. It does not make just virtual things. Fab is material. It makes and manipulates matter. Fab trades not in concepts or simulations alone but in physical things as well. It is the “word become flesh”, formerly the domain of magic and religion. The ideas in our minds and the images on our screens can now be born in the world and the world can enter our minds and computers to be re-born as something new. A whole new material form of thought and planning opens up for humans.
Fab is a set of design kits to make things into bits and bits into things. It creates an entirely new way of writing and reading the world. Fab will proliferate into different literacies, different ways of producing and consuming meaning for different functions, accompanied by new registers of oral language. Fab is a cultural invention like literacy. It will without doubt create social gaps and inequalities if we let it.
Fab is a form of literacy where production (“writing”) is the main form. It finally reverses the polarity of traditional literacy and digital literacy, where consuming (“reading”) proliferates, but production (“writing”) does not, creating priests and laity. To be literate in Fab you must be a maker or at least know how a digital object will translate into a real one (and vice versa). It is as if we had demanded that to be literate in writing you had to be a writer and not just a reader, to be literate in digital game literacy, you had to be a designer and not just a player. In fact, a culture of Fab could lead to just such demands.
Just as writing made new demands on and demanded new skills in oral language, and digital lieracy made new demands on and demanded new skills in both oral language and written language, Fab makes new demands on and demands new skills in oral language, in literacy, and digital literacy. The ecology of oral language, of writing, and of digital literacy—and their various combinations and integrations—will change. Language, literacy, and digital literacy will become yet more complicated. The social gaps in each will compound, along with whatever gaps Fab literacy creates unless we will it otherwise.
Fab could create a world with yet deeper inequalities than we currently have, a world where only a few engage in the alchemy of turning ideas into bits into atoms and back again. The rest will live in a world where the stuff of life and the world--objects, cells, materials—are owned and operated by only a few. Fab is a new literacy and we have as yet no real idea how it will work out. But it is a special and, in some sense, final one. For centuries, since Shakespeare at least, being modern has meant to fashion oneself and writing has played a massive role in this process. Now being modern will mean to fashion ones world as the stage on which one plays and lives
Each new literacy ups the ante on ethical questions beyond issues of inequality. Words can hurt and harm, we know. Writing can greatly spread that harm. Digital media can spread it yet faster and further. But Fab can literally remake the world we live in, exhausting it or expanding it, destroying it or renewing it. Fab can make and remake the very stage on which we humans act for good and ill.
How many of us will get to be homo faber? Humans have always been the ultimate took makers. Soon the tools for world making will be cheap enough to be in the hands of everyone, should we want to make that happen. Will we, as a species, make a better world or a worse one when some or many or all of us become god-like creators, calling worlds into being?